Commit 18e4d9fed1b04f45c7af43cbda82b205fe01460d

Sam Lantinga 2022-01-08T09:02:25

Re-enable line drawing path in render drivers This is still used for scaled line drawing in RenderDrawLinesWithRects()

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diff --git a/src/render/direct3d/SDL_render_d3d.c b/src/render/direct3d/SDL_render_d3d.c
index 006e012..deb324c 100644
--- a/src/render/direct3d/SDL_render_d3d.c
+++ b/src/render/direct3d/SDL_render_d3d.c
@@ -1207,8 +1207,30 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
                 break;
             }
 
-            case SDL_RENDERCMD_DRAW_LINES: /* unused */
+            case SDL_RENDERCMD_DRAW_LINES: {
+                const size_t count = cmd->data.draw.count;
+                const size_t first = cmd->data.draw.first;
+                const Vertex *verts = (Vertex *) (((Uint8 *) vertices) + first);
+
+                /* DirectX 9 has the same line rasterization semantics as GDI,
+                   so we need to close the endpoint of the line with a second draw call. */
+                const SDL_bool close_endpoint = ((count == 2) || (verts[0].x != verts[count-1].x) || (verts[0].y != verts[count-1].y));
+
+                SetDrawState(data, cmd);
+
+                if (vbo) {
+                    IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_LINESTRIP, (UINT) (first / sizeof (Vertex)), (UINT) (count - 1));
+                    if (close_endpoint) {
+                        IDirect3DDevice9_DrawPrimitive(data->device, D3DPT_POINTLIST, (UINT) ((first / sizeof (Vertex)) + (count - 1)), 1);
+                    }
+                } else {
+                    IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_LINESTRIP, (UINT) (count - 1), verts, sizeof (Vertex));
+                    if (close_endpoint) {
+                        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, &verts[count-1], sizeof (Vertex));
+                    }
+                }
                 break;
+            }
 
             case SDL_RENDERCMD_FILL_RECTS: /* unused */
                 break;
@@ -1545,6 +1567,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
     renderer->QueueSetViewport = D3D_QueueSetViewport;
     renderer->QueueSetDrawColor = D3D_QueueSetViewport;  /* SetViewport and SetDrawColor are (currently) no-ops. */
     renderer->QueueDrawPoints = D3D_QueueDrawPoints;
+    renderer->QueueDrawLines = D3D_QueueDrawPoints;  /* lines and points queue vertices the same way. */
     renderer->QueueGeometry = D3D_QueueGeometry;
     renderer->RunCommandQueue = D3D_RunCommandQueue;
     renderer->RenderReadPixels = D3D_RenderReadPixels;
diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c
index fb047a2..f8d8c7c 100644
--- a/src/render/direct3d11/SDL_render_d3d11.c
+++ b/src/render/direct3d11/SDL_render_d3d11.c
@@ -2122,8 +2122,18 @@ D3D11_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
                 break;
             }
 
-            case SDL_RENDERCMD_DRAW_LINES: /* unused */
+            case SDL_RENDERCMD_DRAW_LINES: {
+                const size_t count = cmd->data.draw.count;
+                const size_t first = cmd->data.draw.first;
+                const size_t start = first / sizeof (VertexPositionColor);
+                const VertexPositionColor *verts = (VertexPositionColor *) (((Uint8 *) vertices) + first);
+                D3D11_SetDrawState(renderer, cmd, rendererData->pixelShaders[SHADER_SOLID], 0, NULL, NULL, NULL);
+                D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count);
+                if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) {
+                    D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count-1), 1);
+                }
                 break;
+            }
 
             case SDL_RENDERCMD_FILL_RECTS: /* unused */
                 break;
@@ -2376,6 +2386,7 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
     renderer->QueueSetViewport = D3D11_QueueSetViewport;
     renderer->QueueSetDrawColor = D3D11_QueueSetViewport;  /* SetViewport and SetDrawColor are (currently) no-ops. */
     renderer->QueueDrawPoints = D3D11_QueueDrawPoints;
+    renderer->QueueDrawLines = D3D11_QueueDrawPoints;  /* lines and points queue vertices the same way. */
     renderer->QueueGeometry = D3D11_QueueGeometry;
     renderer->RunCommandQueue = D3D11_RunCommandQueue;
     renderer->RenderReadPixels = D3D11_RenderReadPixels;
diff --git a/src/render/metal/SDL_render_metal.m b/src/render/metal/SDL_render_metal.m
index 742bd31..e093fd4 100644
--- a/src/render/metal/SDL_render_metal.m
+++ b/src/render/metal/SDL_render_metal.m
@@ -1108,6 +1108,56 @@ METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
 }
 
 static int
+METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
+{
+    const SDL_Color color = {
+        cmd->data.draw.r,
+        cmd->data.draw.g,
+        cmd->data.draw.b,
+        cmd->data.draw.a
+    };
+
+    SDL_assert(count >= 2);  /* should have been checked at the higher level. */
+
+    const size_t vertlen = (2 * sizeof (float) + sizeof (SDL_Color)) * count;
+    float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
+    if (!verts) {
+        return -1;
+    }
+    cmd->data.draw.count = count;
+
+    for (int i = 0; i < count; i++, points++) {
+        *(verts++) = points->x;
+        *(verts++) = points->y;
+        *((SDL_Color *)verts++) = color;
+    }
+
+    /* If the line segment is completely horizontal or vertical,
+       make it one pixel longer, to satisfy the diamond-exit rule.
+       We should probably do this for diagonal lines too, but we'd have to
+       do some trigonometry to figure out the correct pixel and generally
+       when we have problems with pixel perfection, it's for straight lines
+       that are missing a pixel that frames something and not arbitrary
+       angles. Maybe !!! FIXME for later, though. */
+
+    points -= 2;  /* update the last line. */
+    verts -= 2 + 1;
+
+    const float xstart = points[0].x;
+    const float ystart = points[0].y;
+    const float xend = points[1].x;
+    const float yend = points[1].y;
+
+    if (ystart == yend) {  /* horizontal line */
+        verts[0] += (xend > xstart) ? 1.0f : -1.0f;
+    } else if (xstart == xend) {  /* vertical line */
+        verts[1] += (yend > ystart) ? 1.0f : -1.0f;
+    }
+
+    return 0;
+}
+
+static int
 METAL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
         const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
         int num_vertices, const void *indices, int num_indices, int size_indices,
@@ -1372,17 +1422,15 @@ METAL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
                 break;
             }
 
-            case SDL_RENDERCMD_DRAW_POINTS: {
+            case SDL_RENDERCMD_DRAW_POINTS:
+            case SDL_RENDERCMD_DRAW_LINES: {
                 const size_t count = cmd->data.draw.count;
-                const MTLPrimitiveType primtype = MTLPrimitiveTypePoint;
+                const MTLPrimitiveType primtype = (cmd->command == SDL_RENDERCMD_DRAW_POINTS) ? MTLPrimitiveTypePoint : MTLPrimitiveTypeLineStrip;
                 if (SetDrawState(renderer, cmd, SDL_METAL_FRAGMENT_SOLID, CONSTANTS_OFFSET_HALF_PIXEL_TRANSFORM, mtlbufvertex, &statecache)) {
                     [data.mtlcmdencoder drawPrimitives:primtype vertexStart:0 vertexCount:count];
                 }
                 break;
             }
-            
-            case SDL_RENDERCMD_DRAW_LINES: /* unused */
-                break;
 
             case SDL_RENDERCMD_FILL_RECTS: /* unused */
                 break;
@@ -1838,6 +1886,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
     renderer->QueueSetViewport = METAL_QueueSetViewport;
     renderer->QueueSetDrawColor = METAL_QueueSetDrawColor;
     renderer->QueueDrawPoints = METAL_QueueDrawPoints;
+    renderer->QueueDrawLines = METAL_QueueDrawLines;
     renderer->QueueGeometry = METAL_QueueGeometry;
     renderer->RunCommandQueue = METAL_RunCommandQueue;
     renderer->RenderReadPixels = METAL_RenderReadPixels;
diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c
index 6243299..3b3d739 100644
--- a/src/render/opengl/SDL_render_gl.c
+++ b/src/render/opengl/SDL_render_gl.c
@@ -942,6 +942,47 @@ GL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FP
 }
 
 static int
+GL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
+{
+    int i;
+    GLfloat prevx, prevy;
+    const size_t vertlen = (sizeof (GLfloat) * 2) * count;
+    GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
+
+    if (!verts) {
+        return -1;
+    }
+    cmd->data.draw.count = count;
+
+    /* 0.5f offset to hit the center of the pixel. */
+    prevx = 0.5f + points->x;
+    prevy = 0.5f + points->y;
+    *(verts++) = prevx;
+    *(verts++) = prevy;
+
+    /* bump the end of each line segment out a quarter of a pixel, to provoke
+       the diamond-exit rule. Without this, you won't just drop the last
+       pixel of the last line segment, but you might also drop pixels at the
+       edge of any given line segment along the way too. */
+    for (i = 1; i < count; i++) {
+        const GLfloat xstart = prevx;
+        const GLfloat ystart = prevy;
+        const GLfloat xend = points[i].x + 0.5f;  /* 0.5f to hit pixel center. */
+        const GLfloat yend = points[i].y + 0.5f;
+        /* bump a little in the direction we are moving in. */
+        const GLfloat deltax = xend - xstart;
+        const GLfloat deltay = yend - ystart;
+        const GLfloat angle = SDL_atan2f(deltay, deltax);
+        prevx = xend + (SDL_cosf(angle) * 0.25f);
+        prevy = yend + (SDL_sinf(angle) * 0.25f);
+        *(verts++) = prevx;
+        *(verts++) = prevy;
+    }
+
+    return 0;
+}
+
+static int
 GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
         const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
         int num_vertices, const void *indices, int num_indices, int size_indices,
@@ -1070,6 +1111,7 @@ SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader 
     }
 
     vertex_array = cmd->command == SDL_RENDERCMD_DRAW_POINTS
+        || cmd->command == SDL_RENDERCMD_DRAW_LINES
         || cmd->command == SDL_RENDERCMD_GEOMETRY;
     color_array = cmd->command == SDL_RENDERCMD_GEOMETRY;
     texture_array = cmd->data.draw.texture != NULL;
@@ -1244,8 +1286,17 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
                 break;
             }
 
-            case SDL_RENDERCMD_DRAW_LINES: /* unused */
+            case SDL_RENDERCMD_DRAW_LINES: {
+                const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
+                const size_t count = cmd->data.draw.count;
+                SDL_assert(count >= 2);
+                SetDrawState(data, cmd, SHADER_SOLID);
+
+                /* SetDrawState handles glEnableClientState. */
+                data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
+                data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
                 break;
+            }
 
             case SDL_RENDERCMD_FILL_RECTS: /* unused */
                 break;
@@ -1643,6 +1694,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
     renderer->QueueSetViewport = GL_QueueSetViewport;
     renderer->QueueSetDrawColor = GL_QueueSetViewport;  /* SetViewport and SetDrawColor are (currently) no-ops. */
     renderer->QueueDrawPoints = GL_QueueDrawPoints;
+    renderer->QueueDrawLines = GL_QueueDrawLines;
     renderer->QueueGeometry = GL_QueueGeometry;
     renderer->RunCommandQueue = GL_RunCommandQueue;
     renderer->RenderReadPixels = GL_RenderReadPixels;
diff --git a/src/render/opengles/SDL_render_gles.c b/src/render/opengles/SDL_render_gles.c
index 21a3150..a6b58f2 100644
--- a/src/render/opengles/SDL_render_gles.c
+++ b/src/render/opengles/SDL_render_gles.c
@@ -561,6 +561,47 @@ GLES_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
 }
 
 static int
+GLES_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
+{
+    int i;
+    GLfloat prevx, prevy;
+    const size_t vertlen = (sizeof (GLfloat) * 2) * count;
+    GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
+
+    if (!verts) {
+        return -1;
+    }
+    cmd->data.draw.count = count;
+
+    /* 0.5f offset to hit the center of the pixel. */
+    prevx = 0.5f + points->x;
+    prevy = 0.5f + points->y;
+    *(verts++) = prevx;
+    *(verts++) = prevy;
+
+    /* bump the end of each line segment out a quarter of a pixel, to provoke
+       the diamond-exit rule. Without this, you won't just drop the last
+       pixel of the last line segment, but you might also drop pixels at the
+       edge of any given line segment along the way too. */
+    for (i = 1; i < count; i++) {
+        const GLfloat xstart = prevx;
+        const GLfloat ystart = prevy;
+        const GLfloat xend = points[i].x + 0.5f;  /* 0.5f to hit pixel center. */
+        const GLfloat yend = points[i].y + 0.5f;
+        /* bump a little in the direction we are moving in. */
+        const GLfloat deltax = xend - xstart;
+        const GLfloat deltay = yend - ystart;
+        const GLfloat angle = SDL_atan2f(deltay, deltax);
+        prevx = xend + (SDL_cosf(angle) * 0.25f);
+        prevy = yend + (SDL_sinf(angle) * 0.25f);
+        *(verts++) = prevx;
+        *(verts++) = prevy;
+    }
+
+    return 0;
+}
+
+static int
 GLES_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
         const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
         int num_vertices, const void *indices, int num_indices, int size_indices,
@@ -809,8 +850,15 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
                 break;
             }
 
-            case SDL_RENDERCMD_DRAW_LINES: /* unused */
-                break;                             
+            case SDL_RENDERCMD_DRAW_LINES: {
+                const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
+                const size_t count = cmd->data.draw.count;
+                SDL_assert(count >= 2);
+                SetDrawState(data, cmd);
+                data->glVertexPointer(2, GL_FLOAT, 0, verts);
+                data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
+                break;
+            }
 
             case SDL_RENDERCMD_FILL_RECTS: /* unused */
                 break;
@@ -1074,6 +1122,7 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
     renderer->QueueSetViewport = GLES_QueueSetViewport;
     renderer->QueueSetDrawColor = GLES_QueueSetViewport;  /* SetViewport and SetDrawColor are (currently) no-ops. */
     renderer->QueueDrawPoints = GLES_QueueDrawPoints;
+    renderer->QueueDrawLines = GLES_QueueDrawLines;
     renderer->QueueGeometry = GLES_QueueGeometry;
     renderer->RunCommandQueue = GLES_RunCommandQueue;
     renderer->RenderReadPixels = GLES_RenderReadPixels;
diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c
index cbd99c5..3011c2e 100644
--- a/src/render/opengles2/SDL_render_gles2.c
+++ b/src/render/opengles2/SDL_render_gles2.c
@@ -693,6 +693,63 @@ GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
 }
 
 static int
+GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
+{
+    const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
+    int i;
+    GLfloat prevx, prevy;
+    SDL_VertexSolid *verts = (SDL_VertexSolid *) SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
+    SDL_Color color;
+    color.r = cmd->data.draw.r;
+    color.g = cmd->data.draw.g;
+    color.b = cmd->data.draw.b;
+    color.a = cmd->data.draw.a;
+
+    if (!verts) {
+        return -1;
+    }
+
+    if (colorswap) {
+        Uint8 r = color.r;
+        color.r = color.b;
+        color.b = r;
+    }
+
+    cmd->data.draw.count = count;
+
+    /* 0.5f offset to hit the center of the pixel. */
+    prevx = 0.5f + points->x;
+    prevy = 0.5f + points->y;
+    verts->position.x = prevx;
+    verts->position.y = prevy;
+    verts->color = color;
+    verts++;
+
+    /* bump the end of each line segment out a quarter of a pixel, to provoke
+       the diamond-exit rule. Without this, you won't just drop the last
+       pixel of the last line segment, but you might also drop pixels at the
+       edge of any given line segment along the way too. */
+    for (i = 1; i < count; i++) {
+        const GLfloat xstart = prevx;
+        const GLfloat ystart = prevy;
+        const GLfloat xend = points[i].x + 0.5f;  /* 0.5f to hit pixel center. */
+        const GLfloat yend = points[i].y + 0.5f;
+        /* bump a little in the direction we are moving in. */
+        const GLfloat deltax = xend - xstart;
+        const GLfloat deltay = yend - ystart;
+        const GLfloat angle = SDL_atan2f(deltay, deltax);
+        prevx = xend + (SDL_cosf(angle) * 0.25f);
+        prevy = yend + (SDL_sinf(angle) * 0.25f);
+        verts->position.x = prevx;
+        verts->position.y = prevy;
+        verts->color = color;
+        verts++;
+    }
+
+    return 0;
+}
+
+static int
 GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
         const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
         int num_vertices, const void *indices, int num_indices, int size_indices,
@@ -1126,8 +1183,39 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
             case SDL_RENDERCMD_COPY_EX: /* unused */
                 break;
 
-            case SDL_RENDERCMD_DRAW_LINES: /* unused */
+            case SDL_RENDERCMD_DRAW_LINES: {
+                if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
+                    size_t count = cmd->data.draw.count;
+                    if (count > 2) {
+                        /* joined lines cannot be grouped */
+                        data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)count);
+                    } else {
+                        /* let's group non joined lines */
+                        SDL_RenderCommand *finalcmd = cmd;
+                        SDL_RenderCommand *nextcmd = cmd->next;
+                        SDL_BlendMode thisblend = cmd->data.draw.blend;
+
+                        while (nextcmd != NULL) {
+                            const SDL_RenderCommandType nextcmdtype = nextcmd->command;
+                            if (nextcmdtype != SDL_RENDERCMD_DRAW_LINES) {
+                                break;  /* can't go any further on this draw call, different render command up next. */
+                            } else if (nextcmd->data.draw.count != 2) {
+                                break;  /* can't go any further on this draw call, those are joined lines */
+                            } else if (nextcmd->data.draw.blend != thisblend) {
+                                break;  /* can't go any further on this draw call, different blendmode copy up next. */
+                            } else {
+                                finalcmd = nextcmd;  /* we can combine copy operations here. Mark this one as the furthest okay command. */
+                                count += cmd->data.draw.count;
+                            }
+                            nextcmd = nextcmd->next;
+                        }
+
+                        data->glDrawArrays(GL_LINES, 0, (GLsizei)count);
+                        cmd = finalcmd;  /* skip any copy commands we just combined in here. */
+                    }
+                }
                 break;
+            }
 
             case SDL_RENDERCMD_DRAW_POINTS:
             case SDL_RENDERCMD_GEOMETRY: {
@@ -2007,6 +2095,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
     renderer->QueueSetViewport    = GLES2_QueueSetViewport;
     renderer->QueueSetDrawColor   = GLES2_QueueSetViewport;  /* SetViewport and SetDrawColor are (currently) no-ops. */
     renderer->QueueDrawPoints     = GLES2_QueueDrawPoints;
+    renderer->QueueDrawLines      = GLES2_QueueDrawLines;
     renderer->QueueGeometry       = GLES2_QueueGeometry;
     renderer->RunCommandQueue     = GLES2_RunCommandQueue;
     renderer->RenderReadPixels    = GLES2_RenderReadPixels;
diff --git a/src/render/psp/SDL_render_psp.c b/src/render/psp/SDL_render_psp.c
index 51feabc..e7fca22 100644
--- a/src/render/psp/SDL_render_psp.c
+++ b/src/render/psp/SDL_render_psp.c
@@ -1120,8 +1120,23 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
                 break;
             }
 
-            case SDL_RENDERCMD_DRAW_LINES: /* unused */
+            case SDL_RENDERCMD_DRAW_LINES: {
+                const size_t count = cmd->data.draw.count;
+                const VertV *verts = (VertV *) (gpumem + cmd->data.draw.first);
+                const Uint8 r = cmd->data.draw.r;
+                const Uint8 g = cmd->data.draw.g;
+                const Uint8 b = cmd->data.draw.b;
+                const Uint8 a = cmd->data.draw.a;
+                PSP_BlendState state = {
+                    .color = GU_RGBA(r,g,b,a),
+                    .texture = NULL,
+                    .mode = cmd->data.draw.blend,
+                    .shadeModel = GU_FLAT
+                };
+                PSP_SetBlendState(data, &state);
+                sceGuDrawArray(GU_LINE_STRIP, GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
                 break;
+            }
 
             case SDL_RENDERCMD_FILL_RECTS: {
                 const size_t count = cmd->data.draw.count;
@@ -1324,6 +1339,7 @@ PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
     renderer->QueueSetViewport = PSP_QueueSetViewport;
     renderer->QueueSetDrawColor = PSP_QueueSetViewport;  /* SetViewport and SetDrawColor are (currently) no-ops. */
     renderer->QueueDrawPoints = PSP_QueueDrawPoints;
+    renderer->QueueDrawLines = PSP_QueueDrawPoints;  /* lines and points queue vertices the same way. */
     renderer->QueueGeometry = PSP_QueueGeometry;
     renderer->QueueFillRects = PSP_QueueFillRects;
     renderer->QueueCopy = PSP_QueueCopy;